Compatibility
Maelstrom is currently compatible with
Original v1.195 | Entrenchment v1.055 | Diplomacy v1.37 | Rebellion v1.94
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Credits
For contributions in testing and concepts ICEman, Quiet_Man, Malanthor, UncleJ and many others _________________________________________________________________________________________________
Introduction
The Maelstrom Mod introduces four new races to the SoaSE Universe.
It keeps the original races, the TEC, Advent and Vasari who are still to be found building and battling as usual.
All of the new races are independent of the original races and have unique strengths and weaknesses.
Learn more and download the Maelstrom Mod at ...
ModDB Website
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Please note that for all mods the 'Installation and Change notes' are included in the download.
Use the recommended 'Graphics Effects Setting' as stated in the Installation notes of the mod.
"Know that you can use ANY modeling program to create your mesh. Be it 3DSMax, Lightwave, Maya, Blender, etc. etc. However to make it ready for import into sins you must finish it in XSI. This is mainly because of the tangents, and the way XSI assigns materials to the mesh. Which means your modeling program must be able to export into a format XSI can import. .Obj is a good choice. If that fails then Direct X format will work as well. I have had bad luck importing .3ds into XSI. The mesh becomes corrupt, and I don't know why." by Major Stress
Wait...Wait...Wait... Are u telling me that stars are less expensive than planets????
But any way when you are planing to make the next release of maelstrom, tell me what of my planets are u going to use... and if so I've seen you are pleased with the Kantabryss world, Massive world and Swarming Hydre World... even if u are not going to make the bonuses because they are to pretentious witch of my world ideas are-u gonna use??
I've Included Storm world and Electricity World because of their brutal aspect ,not necessarily because of their bonuses...
And describe me a bit the Stellar anomaly.. cause I though that there are Potoplanets not stars...
And surprise me a bit with the black hole.. Uh i mean tell me what happens when passing trough the event horizon-cause i didn't get there and i m kind-a curious!!
And if you want to make some of these worlds try to make em as they look in the picture... Er I mean , as they inspire you from the picture...
And the reason I've placed these three type of stars its because they are giving the game a more artistic look...
And i tried to play once two mods at once and it seems that only the first mod works can you explain that??
Yes i know that the binary planets have those moons but I have placed this idea because the other planets are alone...
and now i am not telling that each world have to get those moons only a few because not all worlds in the universe are filled with moons...
And you make these moons only if you want... it isn't really necessary to make em they are good either!
Star's and Planets have the same polygon count. However, a Star has a single texture (2.7 MB) whereas a planets has two textures (5.4 MB each) i.e there is more details in a planet and planets have a dark side and a light side (hence the 2nd texture).
When I get around to making new planets I'll let you know.
They are stars ... the protoplanet file names was a left over from another idea I was toying with.
If a ship enters the Event Horizon it disappears from the SoaSE Universe (dies)
I'll see what I can do.
I agree with you ... but it you don't get something for nothing, it cost memory which as I said is in short supply for the mod. We will keep it it mind.
It is a good idea, it is not too hard to do. Leave it with me.
Which two mods were you trying to stack?
In fact they were three mods, yours, the Distant Stars and Uzii's mod "Sins Plus" From there i know that "Sins Plus" doesn't work.
The only one that worked was yours the "Maelstrom"
If you try to stack a mod on top of Maelstrom it will crash. As I have said Maelstrom is an extensive mod that is pushing the hardcoded limits of Sins.
There are possible other interactions between the mod which makes their interaction unstable. Maelstrom was not designed nor has it been tested to stack.
Do you Mean that a simple or normal mod can stack?
For Diplomacy and Entrenchment some mods can stack. However I have not tried this, so I can't comment further.
SoaSe you say that sins of a solar empire as a limited space for mods??
Cause I though you could make there as many objects as your computer can hold...
read the TSOP thread
ONLY TWO GIGAAAAA?!?!?!?!?! That's the poorest ever limit I've ever seen in my life...
I suggest that the sins creators update this limit to at leas 8 gigabytes!!!
Because if not the sins mods can't be any deeper if not!
blame MS not ironclad or stardock, the 2GB per program limit is for x86 programs on a x86 windows, and if you use a LARGE Address Aware x86 program on a 64 bit windows then the program can access upto 4gb, BUT a 64 bit program on a 64bit window is limited by ram in computer.
AND now the big BUT as the most common windows bitsize in the world is x86(32 bit), ANY sensible developer will create for the largest market possible ie x86 with the 2GB per program ram limit, not the smaller markets (like x64 without the ram limit) to maximise return on investment so that they can remain in business .
harpo
Have you thought of merging Sins PLUS into Maelstrom?
The developers have officially said that they are working on fixing the 2gb limit in a future update, and when its fixed we might get some new goodies.
That's a VERY good new ; thanks Articuno12... But when it would be that new update??
I like the idea but ... I've spent the better part of the last 6 months to reduce Maelstrom's memory footprint into 2GB and I'm a hair breathe away from doing just that.
Sins Plus is about 200MB.
The new update is for Diplomacy. Maelstrom as you know if for all 3 versions for Sins.
SoaSE check out your in box because I have sent you some more planet ideas and a music to listen...
Firstly, thanks for the effort. Your have some very good ideas. However I can not commence a new mod as my time is limited and I have not completed the Maelstrom mod.Here is some feedback. Planets: 1,8 can't read text.Planets: 2 can't target specific frigates.Planets: 3,9 allegiance boosts can only be altered via research.You have spent a great deal one time in your planet descriptions. As you know in Sins the Planet descriptions are non-existent. Description is basically planet title and setup (i.e 'entity file' constants setup and Bonus's, see below).Here are some notes.Defining a PlanetPlanet entity file definitions1. Planet health Regeneration Rate2. Population size3. Number of Civilian Slots4. Number Tactical Slots5. Planet type for research6. Number and type of bonusesBonus's1. Culture Spread Rate2. Population3. Planet Health4. Civilian Slots5. Tactical Slots6. Tax Income7. Metal Income8. Crystal Income9. Gravity Well Radius10. Module Build Cost11. Module Build Rate12. Planet Upgrade Build Cost13. Planet Upgrade Build Rate14. Population Growth Rate15. Number of Module Constructorsbtw: I have had a closer look at the current planets in Maelstrom and also the available and realistic memory for additional planets. I should be able to fit in 5 new planets and a star or two.
If u don't gonna make this mod or the bonuses I've make, use some of those planets to maelstrom, and please tell me what planets u are going to use and what stars are-u planning to create cause i am REALLY curious!!
And plus i wanna know at what to expect from my part of work...
and if u want i could send-u a music for place it in the menu...
not for other else but it seems that "Distant Stars" has a very original music and to see what music is the best...
even tough you don't gonna make these bonuses select some of those new planets if u want...
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